Dead Hand 3ds



[name reference needed] Characteristics. It will slowly wriggle toward Link, and he will have to struggle to escape the grip before it delivers a horrific bite to Link's head.

(OoT) If it grabs you, rapidly tap to escape! When he wanders too close to an Infinite Hand, it will grab him and hold him in place while its body erupts from the ground. It is not known if the Infinite Hands are part of its body or separate entities altogether. Once Link obtains the Lens of Truth, however, he can locate where a Dead Hand is hiding by using the Lens of Truth to find an invisible black spot on the ground.

I noticed on the 3ds they toned down the blood in the game, dead hand instead of being red, it was textured with brown. Honestly, why wasn't dead hand in MM though? I know MM used a lot of models from OOT (due to the deadline) why not use dead hand with how creepy it was?

If you’re looking to bring your Nintendo 3DS out from the drawer or are a new user of the handheld console, then you’re probably looking for the best 3DS games out there for the system. The good news is that the 3DS' library is full of great titles, with the 3DS enjoying several revisions over the years. While certain grim details, such as the piles of skulls in the Dead Hand min-boss arenas, remain untouched, Ocarina of Time 3D also features much brighter lighting than the original, which removes part of the N64 version's atmosphere in a way that could be considered detrimental to the overall experience. Dead Hand If you thought Dead Hand was bad before, try playing the 3DS version. It's way scarier! Edit: just pointed out it looks a bit like a chicken with a human face. Is THIS what the Ooccoo evolved from?! No wonder they're so creepy! Dead Hand suggested by Old Man Rupee. Dead Hand's Hands. If it grabs you, tap any button to escape! Dead Hand's Hand. Fixed some of the more infamous bugs introduced with the 3DS release, such as the.

Navi's Comment.

Dead Hand is likely based on zombies of classic literature.

Dead Hand's Hands are enemies in Ocarina of Time. This page was last edited on 20 July 2020, at 01:03. It will slowly wriggle toward Link, and he will have to struggle to escape the grip before it delivers a horrific bite to Link's head.

Dead Hand is the Mini-Boss of the Shadow Temple and Bottom of the Well in Ocarina of Time. This page was last edited on 20 July 2020, at 11:56. (Bottom of the Well)Lens of Truth(Shadow Temple)Hover Boots. https://zelda.gamepedia.com/Dead_Hand?oldid=829883, Pages using DynamicPageList parser function. Dead Hand has a zombie-like head with a large jaw. It is impervious to all weaponry besides Link's sword and keeps its head pointed upwards as it moves into an attacking position. Further supporting this is that the German translation of the Dead Hand is 'Brain-Feeder'. https://zelda.gamepedia.com/Dead_Hand%27s_Hand?oldid=828389, Pages using DynamicPageList parser function, Ocarina of Time 3D Pages Lacking Name References. This will cause the Dead Hand to emerge, allowing Link to attack without being snared by an infinite hand. Nomenclature. is a mini-boss from The Legend of Zelda: Ocarina of Time. Effective weapon(s) Once Link obtains the Lens of Truth, however, he can locate where a Dead Hand is hiding by using the Lens of Truth to find an invisible black spot on the ground. Spoils There's a couple of things you can do!From writing, to research, to images, find your preferred way to contribute with our eleventh theme: Couples! Dead Hand is a horrifying monster found at the Bottom of the Well and within the Shadow Temple. Dead Hand However, when it bends over to attack, Link must swing his sword and slice its face many times before it turns around and retreats to the safety of its hiding place (it is possible to prevent it from burrowing, but it will not move from the spot from where it tried to burrow, and dirt will surround it).

Link must then place a bomb on the black spot. You can help Zelda Wiki by expanding it. Ocarina of Time (1998) When he wanders too close to a hand, it will grab him and hold him in place while its body erupts from the ground. Upon defeat, the Dead Hand yields the Lens of Truth in the Bottom of the Well and the Hover Boots in the Shadow Temple. Link must then place a bomb on the black sp… Aim for its head! Whether he is snared or not, it will still try to bite Link. [name reference needed], Dead Hand's Hands (OoT) / Dead Hand's Hand (OoT3D). In the Master Quest re-releases, Link has to battle a Dead Hand that does not rely on its arms, leaving this method as the only way of defeating it. Master Kohga. BitingGrabbing Its blood is a green color, and red blotches, thought to be bloodstains, cover its body. Dead Hand (デドハンド, Dedo Hando?) Dead Hand's Hands (OoT) / Dead Hand's Hand (OoT3D) If it grabs you, tap any button to escape!

The creature uses these hands to snag prey, at which point its main body emerges from the ground to consume the captured meal.

BS The Legend of Zelda: Ancient Stone Tablets, Color Changing Tingle's Love Balloon Trip, The Legend of Zelda: Ocarina of Time mini-bosses, The Legend of Zelda: Ocarina of Time Master Quest, https://zelda.fandom.com/wiki/Dead_Hand?oldid=536393. Bottom of the WellShadow Temple Watch out for its infinite hands! Link first must coax the creature to attack, as its limbs are invulnerable. Dead Hand Eventually, Link defeats Dead Hand, and it topples over and lets out one last dying groan. Link first must lure the creature to attack him, as its limbs are invulnerable. Location(s) Its eyes are black and expressionless, and its jaw can open incredibly wide. If it grabs you, tap any button to escape!

In the 3DS version of Ocarina of Time, the small speckles of red upon its body are toned down; its overall change in coloration may suggest that Nintendo toned down the somewhat violent appearance of Dead Hand in order to make it less frightening. The dead hands were undead creatures that so far appeared only in ocarina of time.

SwordBombs (OoT3D) This section of the page is incomplete. However, this could be a minor side effect of the purple haze Nintendo has included in the temple's 3DS remake as the exterior of the creature seems to be tinted in a strange mixture of purple, with only a few visible patches of what looks like blood. Take your favorite fandoms with you and never miss a beat. Dead Hand's Hands are enemies in Ocarina of Time. Dead Hand's central body is a flabby, almost tumorous mass — covered in patches of something that looks like blood — with two tiny arms that terminate in sharp red spines rather than hands, and a head with a gigantic, gaping mouth armed with huge teeth. When he wanders too close to a hand, it will grab him and hold him in place while its body erupts from the ground. It is commonly encountered with several Infinite Hands. Want to try your hand at these challenges? Multiple seemingly disembodied hands, usually four to six, circle the chamber in which Dead Hand resides. In The Legend of Zelda: Ocarina of Time Master Quest, both Dead Hand and Infinite Hands appear without the other. First appearance

Link first must lure the creature to attack him, as its limbs are invulnerable. Weapon(s)

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The Legend of Zelda: Ocarina of Time 3D

Also known as: Zelda no Densetsu: Toki no Ocarina 3D (JP)
Developers: Nintendo, Grezzo
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: June 16, 2011
Released in US: June 19, 2011
Released in EU: June 17, 2011
Released in AU: June 30, 2011
Released in KR: September 27, 2012
Released in CN: October 27, 2012

This game has unused objects.
This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused sounds.
This game has unused text.

This game has a notes page
This game has a bugs page

King Dedede's self-aggrandizing remaster of Ocarina of Time.

To do:
Add info and a check inside the USA and EUR kiosk demos for any unused and leftover stuff, and also comparing them with the retail versions of the game for differences (if any).
  • 1Unused Animation
  • 2Unused Models
  • 3Unused Actors
    • 3.5Dungeon Keep Objects
  • 4Unused Graphics
  • 5Remnants of Early Development
    • 5.3Early Story
  • 9Unused Text
    • 9.2Sheikah Stone Visions
  • 10Unused Rooms

Unused Animation

Link Animations

Unused Link Animations

Unused Models

To do:
  • Check if the models have been updated at all, and get pictures of any that are different.
  • Replace pictures when better ones are available, i.e. understanding of the format and viewers improve.

Some of the unused items that were present in Ocarina of Time still exist in Ocarina of Time 3D. However, thanks to the remaster's file structure, it's possible to peer inside the containers for these unused models and see the files they contain.

Music Notes

Dead Hand Device

  • zelda_gi_melody_wind.cmb
  • zelda_gi_melody_fire.cmb
  • zelda_gi_melody_ice.cmb
  • zelda_gi_melody_soul.cmb
  • zelda_gi_melody_dark.cmb
  • zelda_gi_melody_light.cmb

Link once held these music notes over his head when he learned a new song. Their filenames reflect an earlier stage of development. They've been dummied out in the remake, appearing as textureless triangles.

Coins

Dead hand signal
  • zelda_gi_coin_yellow.cmb
  • zelda_gi_coin_red.cmb
  • zelda_gi_coin_green.cmb
  • zelda_gi_coin_blue.cmb

Mysterious N Coins. Unfortunately, the file names don't give any hint as to their purpose.

Butterfly Cage

  • gi_butterfly_model.cmb and gi_butterfly_modelT.cmb

A cage for catching butterflies.

Reed Whistle

  • zelda_gi_grass.zar/gi_grass_model.cmb

A reed whistle that was originally used to call Epona earlier in Ocarina of Time's development. This idea was later re-implemented in Twilight Princess.

Early Deku Shield

  • zelda_link_child_ultra/child/acto_wood_shieldl.cmb

The Deku Shield model from the first demo of the game, which can also be seen in promotional screenshots.

Dark Link's Deku Stick

  • zelda_torch2.zar/darklink.cmb

Found in Dark Link's model is this Deku Stick with only a simple 16×16 grey texture named gen_0.png.

Unused Actors

To do:
Investigate dk_board.zar, dk_floater.zar, dk_lightbox.zar, dk_spia.zar, dk_stonebridge.zar, dk_trap.zar, and zelda_gi_none.zar to see if they're unused. Are they dev kit files?

Including several that were unused in Ocarina of Time.

'Temporary' Actors

  • zelda_mizu_objects.zar/m_Wbomb0eE_model.cmb
Dead

This wall, contained within the objects for the Water Temple, has an unused texture reading 'Temporary'...though it's in the game quite permanently.

  • zelda_hakach_objects.zar/m_Hsec00_modelT.cmb

This wall, contained within the objects for the Bottom of The Well, also has an unused texture reading 'Temporary'. This one's green with a splotch of brown. Pretty.

  • zelda_demo_kekkai.zar/l_g_nisekabe2_model.cmb

Yet another wall labelled as temporary.

  • zelda_spot17_obj.zar/obj_s17wall_modelT.cmb

Found with the bombable walls and cones of smoke meant for Death Mountain Crater. Translates to 'Scheduled to Erase'.

Ocarina Pedestal

3ds
  • mjin_okarina_model.cmb

The infamous pedestal that appears in an unused cutscene version of Zora's Fountain.

Child Zelda Cutscene Model

  • zelda_zl1.zar

A child Zelda cutscene model with less animations than zl4, the version used in-game. She also has an early version of the Goddess cutscene hardcoded into her actor.

Great Fairy's N64 Model

Dead Hand Zelda 3ds

  • zelda_spo04_objects.zar

This file contains the original model for the Great Fairy. Each pose she took in-game has its own individual model, likely for reference when remaking her. Unfortunately, with current model viewing tools, the model looks severely corrupted much like the 'ultra' Link models.

Dungeon Keep Objects

The 'dk' prefix in the filenames of these objects stands for the 'dangeon keep' folder. Keep, in this case, means 'don't delete'.

Orange Pot

  • dk_vase

The unfinished orange pot with broken transparency is still present, though its name has changed from object_vase.

Push Block

  • dk_pu_box.zar

This push box was used to test Link's pushing mechanics.

Stone Bridge

  • dk_Stonebridge.zar

Spear

  • dk_spia.zar

Some sort of spear-looking model.

Crystal Switch

  • switch_9_model.cmb

Found inside zelda_dangeon_keep.zar, the crystal switch makes a return in textureless form this time.

Checkered Floor

  • zelda_spot16_obj.zar/obj_kumo_modelT.cmb

Checkered floor found alongside the giant boulder that blocks Dodongo's Cavern. Kumo translates to 'spider', and this is definitely not a spider. This was likely used for measurement to make sure the new boulder would properly block the cavern entrance.

Wooden Log

  • maruta_model.cmb

This object resides inside the Deku Tree's object list. It's actually pretty big compared to the other objects in the list.

Hook

  • l_hasigotome_model.cmb

Present inside the Forest Temple's object files. This object was also present within the object files in Ocarina of Time, but this time around Grezzo actually remade the entire object and gave it color as well. Its purpose was to hold up ladders that could be shot off the hook.

cll_models.cmb

This white cube is a debug object, as it is located under the 'debug' subfolder inside zelda_keep.zar.

Unused Graphics

Actions

Inside the file 'hud_all' is a list of actions used on the B and A buttons, which also includes a few unused ones. Most of them go unused because the A and B buttons aren't seen on-screen when there's a text box or the game is paused.

Floor

This was most likely made in case there happened to be a dungeon with a Basement 5.

Arrow

Found in 'menu_hint_movie_parts', which contains the graphics used for the Sheikah Stone Visions menu. Maybe it was meant to be placed on the arrows on the categories?

Full Heart Piece

Found in 'menu_equip_parts', this is impossible to see in-game because the gear menu can't be entered when you grab a fourth Piece of Heart.

Camera Interface

Inside the file 'cam_interface' is...this. From the looks of it, it was probably a debug camera tool.

JapaneseEnglish
注視点Focal Point
視点Viewpoint
外側Exterior
基準面Basic Plane
面角Plane Angle
距離Range
高さHeight
内側Interior
クランプClamp
リターンReturn
リセットReset
(Translations: GlitterBerri)

Platform Texture

A Water Temple platform texture that features a measurement written on it. The text, 'フチ用', translates to 'for the rim'.

Remnants of Early Development

Some of the game's filenames reference the changes Ocarina of Time went through over its long development.

Ultra 64

The Ultra 64 was the development name for the Nintendo 64. Ocarina of Time 3D contains four Link models. Two are the Child and Adult Link models used in-game: zelda_link_child_new.zar and zelda_link_boy_new.zar. However, the two older Link models used in Ocarina of Time still exist, and their filenames reflect the old nickname for the system.

  • zelda_link_boy_ultra.zar
  • zelda_link_child_ultra.zar

Ura Zelda and the Disk Drive

To do:
zelda_link_boy_ultra contains a file named boy/anim/clink_demo_DDbox_open.anb. Is this related to the 64DD too?

Ocarina of Time: Master Quest was originally developed as a disk-based expansion of the original game for the 64DD add-on. Ultimately, the add-on's delay to 1999 and subsequent poor sales led to the expansion known as Ura Zelda not being released.

Some of the ideas Nintendo had for the expanded version of OoT were channeled into Majora's Mask, while the dungeons with an increased degree of difficulty were first released as part of an Ocarina of Time bonus disc that came with preorders of The Wind Waker, and later included in the 3DS remake with the dungeons redesigned, the overworld mirrored, and Link taking double damage.

Accordingly, some of the game's filenames still reflect the expansion's development title and the system it was planned for.

  • The file zelda_mag.zar, which contains the title logo, also holds g_title_fire.cmab and g_title_fire_ura.cmab. These files correspond to the orange fire that appears on the regular logo, and the green flames that appear on the Master Quest logo.
  • The texture file used for choosing the Master Quest option from the menu screen is called ura.ctxb.
  • The mirrored maps used in Master Quest have 'DD' in the filename.
Definition

Early Story

The Forest Temple was once the Wind Temple, while the Water Medallion was once an Ice Medallion. This was initially supported by the presence of unused item text for a Wind Medallion and an Ice Medallion in the original game.

Examining filenames in the remake reveals more traces of this early state of affairs.

Wind Temple

  • The filename for the Minuet of Forest is NA_BGM_OCA_WIND.
  • Sheik's animation related to learning the Minuet of Forest is called kazenomenuetto.csab (Minuet of Wind).
  • The filename for the unused musical note linked to learning the Minuet of Forest is called zelda_gi_melody_wind.cmb.
  • The filename for the texture used for the Forest Temple warp pad in zelda_mjin.zar is mjin_flash_model_wind.
  • In addition to being wind-themed, the database filename for the Forest Medallion mini dungeon in Ganon's Castle is called ganontika_kaze.qdb (Ganon's Basement - Wind).

Ice Medallion

  • The filename for the unused musical note linked to learning the Serenade of Water is called zelda_gi_melody_ice.cmb.
  • In addition to being ice-themed, the database filename for the Water Medallion mini dungeon in Ganon's Castle is called ganontika_kori.qdb (Ganon's Basement - Ice).
  • The filename for the texture used for the Water Temple warp pad in zelda_mjin.zar is mjin_flash_model_ice.
  • The texture that appears below Kotake when she appears from the ground in Twinrova's Lair has a Water Medallion symbol on it.

Unused Sounds

There are a few unused sound clips in the game.

Fire Temple Chanting

This sound was used in Version 1.0/1.1 of the original N64 game. It's a sample from Voice Spectral Volume 1, Track 76.

Unknown Chanting

This sample appears to be Bongo Bongo's chant at a higher pitch and speed, which also appeared in the original N64 version. It is a sample from Voice Spectral Volume 1, Track 81.

Leftover XML Data

In a file called new_magic_wind.cskla there's a complete XML document defining animation data. It's in the Anim folder of the zelda_magic_wind.zar archive at the bottom of the file. You can see it in full here.

There are a few interesting things about it in the start of the file:

Apparently, Nintendo has an internal tools suite named 'NintendoWare' if the opening tag is anything to go by.

Junichi Shinomiya is listed as the author of this file, credited under 'Planning' for the game. He created this file on July 30, 2010 and it uses the source file new_magic_wind.ma. In this context, '.ma' files are 'Maya Ascii' files, a text-based version of the files the Maya 2009 software can save. The next tag indicates the tool that generated this XML file is named 'NW4C_Export for Maya 2009 Service Pack 1a', which seems to be a tool in the NintendoWare suite. This one is specific for use with (Autodesk) Maya 2009.

Beyond this point is the animation data itself which identifies bones and various details about how the animation should play out such as LoopMode='OneTime' meaning to not loop the animation and IsAdditiveAnimation='false' likely meaning it overrides any other animations playing rather than blending with them (i.e., you cannot run and cast Farore's Wind at the same time).

Leftover Kokiri Sword Hitbox

Grezzo fixed the Kokiri Sword's hitbox so it matches with the model in-game whenever the player slashes the sword, but they did not completely remove it from the game. By doing a glitch called Infinite Sword Glitch and use an item where Link's sword disappears from his hand (a magic spell or a trade item) the hitbox will still be in Link's hand but it will be longer like it is in the original Ocarina of Time. For some reason, the hitbox goes back to its original form whenever the model of the sword is not on Link.

The hitbox also seems to be fixed later in the development of the remaster, since you can see the original hitbox in early screenshots of the game.

Unused Text

Test Strings

The following entries appear to have been used for testing the dialogue scripting system. While the system is similar to that in the original game, some details have changed.

Here, ${VAR01}, (if $04), (else), and (end) are actually special binary instructions in the actual string. Seems to test the system for handling variables and singular/plural.

Seems to test pop-up dialogue that closes after a set number of frames.

Sheikah Stone Visions

There are unused hint titles for most of the sections. They are listed below, along with where they would have appeared within the final hint list.

Inside the Deku Tree

Between Waterlogged Limbo and Webbed Feet.

Dodongo's Cavern

Between The Wall Above the Ladder and Something in Your Eye.

Inside Jabu-Jabu's Belly

Comes before the first hint, Reaching the Far Shore.

Between Removing the Red Tentacle and Bigocto Battle.

Fire Temple

Between The Second Goron and The Third Goron.

Between The Dancer in Flames and Spiraling toward Treasure.

Between Spiraling toward Treasure and Totem Toppling.

Between The Sixth Goron and The Final Goron.

Between The Sixth Goron and The Final Goron.

Water Temple

Between Twin Flames and The Beached Block.

Between The Beached Block and Through Troubled Waters.

Between The Third Mark and Level Up... and Down.

Shadow Temple

Between Pointing toward Truth and The Stone Umbrella.

Between Pointing toward Truth and The Stone Umbrella.

Spirit Temple

Between Lighting Up the Sun and Sun Block.

Between Spirit Temple Revisited and Rising Above.

Between Rising Above and Lighting the Way.

Between Trap Doors and Let There Be....

Misc.

There's also a small list of unused hint titles that match up with the trials inside Ganon's Castle. They are arranged in the order of Forest, Light, Shadow, Fire, Spirit. The title 'Taking Coins from the Enemy' doesn't fit very well with any of the puzzles in the dungeon, though it may have been meant for the Water Trial since it is the only one without an obviously-relevant hint. Note that 'coin' is an unusual word for the Zelda series in general and the Water Trial doesn't involve collecting anything.

An entire category also went unused, and was intended to be between Water Temple and Shadow Temple:

In the final game, the Bottom of the Well is simply treated as part of the general 'Hyrule Field' category, and on top of that there's only one hint that actually takes place in the mini-dungeon itself.

Version Differences

All the unused text in the original Ocarina of Time is still present here. The only exception is the following line:

These unused lines were still edited for the remake:

Ocarina of TimeOcarina of Time 3D
Dead Hand's Hands

If it grabs you, tap any button to escape!

Dead Hand's Hand

If it grabs you, rapidly tap (A) to escape!

Treasure Chest Shop

We don't necessarily sell them...

Treasure Chest Shop

We don't actually sell them...

Happy Mask Shop!

Now hiring happiness
delivery men!

Happy Mask Shop!

Now hiring happiness-
delivery men!

Bombchu Bowling Alley

You can experience the
latest in Bomb technology!

Bombchu Bowling Alley

You can experience the
latest in bomb technology!

There's at least one unused line which is unique to the 3D version:

Internal Project Name

Present in many files is the string ShUnqueen, with many files having 'queen' in the name or within the file. 'ShUn' may refer to the main programmer at Grezzo, Shun Moriya. 'Queen', on the other hand, seems to be the internal name of the project. Further references to Queen are found in debug strings found in the executable code:

There are several other similar source file names mentioned.

In the Chinese release, 'jenkins' appears in place of 'queen' inside files. Other Zelda games by Grezzo have had similar project names as well, such as 'Joker' for Majora's Mask 3D.

The internal name is also reflected by the game's two-letter code, 'QE'.

Dead

Unused Rooms

To do:
I'm looking into these still. There may be more where this came from.

hakadan_boss_0_info.zsi

This room, bundled with the rooms for the Shadow Temple, is nothing more than a simple cube. The internal model name refers to this room simply as 'SceneConverter', which hints at the fact that this is simply a testing model and was never meant to be kept.

mizusin_boss_0_info.zsi

A duplicate of hadakan_boss_0_info.zsi is included in the Water Temple files as well. It is also named SceneConverter, and is a simple black cube.

Regional Differences

To do:
Elaborate.

The Chinese and Korean versions, released a year later, fixed some of the more infamous bugs introduced with the 3DS release such as the 'Restricted Items' glitch, Dampé giving you infinite Heart Pieces, and being able to leave Kokiri Forest early by slashing the sign next to the Kokiri blocking the exit to clip through him.

Dead Hand Design

The Legend of Zelda series
NESThe Legend of Zelda (Prototype) • Zelda II: The Adventure of Link
SNESA Link to the Past (Source Leak)
Game Boy (Color)Link's Awakening(Prototypes) • Oracle of Ages • Oracle of Seasons
Nintendo 64Ocarina of Time (Source Leak) • Majora's Mask (Debug ROM • Preview Demo • Source Leak)
GameCubeThe Wind Waker (Prototype) • Twilight Princess (Debug • Demo) • Four Swords Adventures • Ocarina of Time Master Quest (Debug ROM) • Ocarina of Time Bonus Disc • Collector's Edition
Game Boy AdvanceA Link to the Past and Four Swords • The Minish Cap
Nintendo DSTwilight Princess Preview Trailer • Phantom Hourglass • Spirit Tracks
WiiSkyward Sword (Demo • Save Data Update Channel)
Nintendo 3DSOcarina of Time 3D • A Link Between Worlds • Majora's Mask 3D • Tri Force Heroes (Demo)
Wii UThe Wind Waker HD • Twilight Princess HD
Nintendo SwitchBreath of the Wild
Spin-offs and Related Games
SatellaviewBS Zelda no Densetsu • BS Zelda no Densetsu: Inishie no Sekiban
CD-iLink: The Faces of Evil • Zelda: The Wand of Gamelon • Zelda's Adventure (Prototype)
Nintendo DSTingle no Balloon Fight DS • Freshly-Picked Tingle's Rosy Rupeeland • Irodzuki Tingle no Koi no Balloon Trip
WiiLink's Crossbow Training
Wii UHyrule Warriors
Nintendo 3DSHyrule Warriors Legends
Nintendo SwitchHyrule Warriors: Age of Calamity

Dead Hand Ocarina Of Time 3ds

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